metaforce/Runtime/MP1/CSamusFaceReflection.cpp

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#include "CSamusFaceReflection.hpp"
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#include "GameGlobalObjects.hpp"
#include "CStateManager.hpp"
#include "TCastTo.hpp"
#include "Camera/CFirstPersonCamera.hpp"
#include "World/CPlayer.hpp"
#include "World/CWorld.hpp"
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namespace urde
{
namespace MP1
{
static const zeus::CTransform PreXf = zeus::CTransform::Scale(0.3f) * zeus::CTransform::Translate(0.f, 0.5f, 0.f);
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CSamusFaceReflection::CSamusFaceReflection(CStateManager& stateMgr)
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: x0_modelData(CAnimRes(g_ResFactory->GetResourceIdByName("ACS_SamusFace")->id,
0, zeus::CVector3f::skOne, 0, true)),
x4c_lights(std::make_unique<CActorLights>(8, zeus::CVector3f::skZero, 4, 4, false, 0, 0, 0.1f))
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{
x60_lookDir = zeus::CVector3f::skForward;
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CAnimPlaybackParms parms(0, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(parms, false);
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}
void CSamusFaceReflection::PreDraw(const CStateManager& mgr)
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{
if (x6c_ != 2 && (x4c_lights->GetActiveLightCount() >= 1 || (x6c_ != 0 && x6c_ != 3)))
{
if (!TCastToConstPtr<CFirstPersonCamera>(mgr.GetCameraManager()->GetCurrentCamera(mgr)))
{
x70_hidden = true;
}
else
{
x70_hidden = false;
x0_modelData.AnimationData()->PreRender();
}
}
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}
void CSamusFaceReflection::Draw(const CStateManager& mgr) const
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{
if (x70_hidden)
return;
if (TCastToConstPtr<CFirstPersonCamera> fpCam = (mgr.GetCameraManager()->GetCurrentCamera(mgr)))
{
zeus::CQuaternion camRot(fpCam->GetTransform().basis);
float dist = ITweakGui::FaceReflectionDistanceDebugValueToActualValue(g_tweakGui->GetFaceReflectionDistance());
float height = ITweakGui::FaceReflectionHeightDebugValueToActualValue(g_tweakGui->GetFaceReflectionHeight());
float aspect = ITweakGui::FaceReflectionAspectDebugValueToActualValue(g_tweakGui->GetFaceReflectionAspect());
float orthoWidth = ITweakGui::FaceReflectionOrthoWidthDebugValueToActualValue(g_tweakGui->GetFaceReflectionOrthoWidth());
float orthoHeight = ITweakGui::FaceReflectionOrthoHeightDebugValueToActualValue(g_tweakGui->GetFaceReflectionOrthoHeight());
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zeus::CTransform modelXf =
zeus::CTransform(camRot * x50_lookRot,
fpCam->GetTransform().basis[1] * dist +
fpCam->GetTransform().origin +
fpCam->GetTransform().basis[2] * height) * PreXf;
CGraphics::SetViewPointMatrix(fpCam->GetTransform());
CGraphics::SetOrtho(aspect * -orthoWidth, aspect * orthoWidth,
orthoHeight, -orthoHeight, -10.f, 10.f);
CActorLights* lights = x6c_ == 1 ? nullptr : x4c_lights.get();
if (x6c_ == 3)
{
const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, lights, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
}
else
{
float transFactor;
if (mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::Combat)
transFactor = mgr.GetPlayerState()->GetVisorTransitionFactor();
else
transFactor = 0.f;
if (transFactor > 0.f)
{
const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, nullptr, CModelFlags(7, 0, 3, zeus::CColor::skBlack));
const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, lights, CModelFlags(7, 0, 1, zeus::CColor(1.f, transFactor)));
}
}
}
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}
void CSamusFaceReflection::Update(float dt, const CStateManager& mgr, CRandom16& rand)
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{
if (TCastToConstPtr<CFirstPersonCamera> fpCam = (mgr.GetCameraManager()->GetCurrentCamera(mgr)))
{
x0_modelData.AdvanceAnimationIgnoreParticles(dt, rand, true);
x4c_lights->SetFindShadowLight(false);
TAreaId areaId = mgr.GetPlayer().GetAreaIdAlways();
if (areaId == kInvalidAreaId)
return;
zeus::CAABox aabb(fpCam->GetTranslation() - 0.125f, fpCam->GetTranslation() + 0.125f);
const CGameArea* area = mgr.GetWorld()->GetAreaAlways(areaId);
x4c_lights->BuildFaceLightList(mgr, *area, aabb);
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zeus::CUnitVector3f lookDir(fpCam->GetTransform().basis[1]);
zeus::CUnitVector3f xfLook =
zeus::CQuaternion::lookAt(lookDir, zeus::CVector3f::skForward, 2.f * M_PIF).transform(x60_lookDir);
zeus::CQuaternion xfLook2 = zeus::CQuaternion::lookAt(zeus::CVector3f::skForward, xfLook, 2.f * M_PIF);
xfLook2 *= xfLook2;
zeus::CMatrix3f newXf(xfLook2);
zeus::CMatrix3f prevXf(x50_lookRot);
float lookDot = prevXf[1].dot(newXf[1]);
if (std::fabs(lookDot) > 1.f)
lookDot = lookDot > 0.f ? 1.f : -1.f;
float lookAng = std::acos(lookDot);
x50_lookRot = zeus::CQuaternion::slerp(x50_lookRot, xfLook2,
zeus::clamp(0.f, 18.f * dt * ((lookAng > 0.f) ? 0.5f * dt * g_tweakPlayer->GetHudLagAmount() / lookAng : 0.f), 1.f));
x60_lookDir = lookDir;
}
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}
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}
}